Religion
Gameplay
Bullying - reworked system so that method is on a % scale, with anything above 0% allowing tribute which is x%, where x is your bullying value (so if your bully score is 26%, and CS has 100 gold as max bully value, you'll get 26 gold)
Reworked mechanics under bullying to be more clear, and more focused on global power and empire proximity
Should see more bullying in the game, but for less yields each time, so it'll be much less swingy
City Damage - now clear UI indicators for city CS/RCS, which are separate. Garrisons no longer affect a city's RCS, only it's CS. Also rebalanced defense from buildings etc. so that cities, overall, are tankier but do less damage to units
--- Sounds interesting and looking forward to see the changes.
Customs House - gets resource bonuses from Grocer, loses tourism bonus
--- Only shifting Grocery luxuries one tech earlier is a bit inconsequent, cause there are still luxuries on the bank, which is on the same tech tier than the grocery. In my eyes, it would be better to shift the luxuries from the bank to the Customs House and the Grocery luxuries to the garden. Garden luxuries (citrus+cacao) goes to caravansery and the forest luxuries (truffles+furs) from the caravansery are split to arena and market.
Terracotta - bumped construction speed to 25%, bumped culture on kills to +20 (was +10)
--- This is in my eyes silly. That wonder would give more culture for killing units than the authority opener, adds as much military supply a tall empire could increase with barracks and has the same improvement modifier than progress. Thats insane. People are whining cause they cant abuse anymore a completly AI unfriendly wonder and want the new wonder as powerful as the previous one, thats it.
Civs
England
White Tower- reduced spy effectiveness bonus to 10%, reduced instant yields (halved), reduced CS
SOTL - loses Logistics, gains Breacher promotion for free - CS/RCS improved to compensate
Mongolia
Heavy Tribute surrender mechanic gone - now gains +100% tribute yields when tributing, and ignored PtP/alliance/other friends when calculating bully potential
--- The Mongolia change is great, the former UA was in my eyes to often causing trouble and imbalance. But I have no clue, how this White Tower change will end the silly tech stealing massacre in ancient/classical England is able to. You can steal in the first 100 turns more techs than Ethiopia is ever be able to gain by its UA in the whole game.
Celts
Bran - reduced to 25% RCS (was 50%)
--- There was an own, big discussion and a lot of good comparisons were made, showing the flaws of several celtic pantheons and I wonder how it ended like this?
Policies
Imperialism
Martial Law - puppet yield reduction now 20% (to 60%) - was 50%
Exploitation - reduced science on tiles to +1 (was +2)
--- Thanks, that sciene overflow from ocean tiles was really too much. But now ocean tiles gain only 2 yields and this could be a bit low, maybe compensate the loss a bit? Maybe +1

1

1

?
Rationalism
Scaler science now +2% (was +1%)
Rights of Man - Village gold now +2 (Was +1)
--- It was already said. Villages and jungles are weak, and you didnt balance them, if you place buffs to them in only one policy tree.
Promotions
Drill - now +15% CS (was 10%)
Cover - now +33% (was 25%)
--- Or you simply could have decreased the ranged promotions strength..... than making early swordsman already heavy tanks vs archers....
Units
Archers/Slingers - now range:1
RCS of Slinger now 9 (was 8)
Reduced RCS of all non-mounted, non-siege ranged units (except archers) slightly
Warrior CS now 8, Pathfinder CS now 6
Swordsman CS now 17, Longswordsman now 22, Landsknecht now 19
--- Iam not as much in the warfare corner as others, like pineappledan, but I think hes right, this is an overreaction. Not only ranged units gets nerfed, but also melee units buffed AND better protected vs ranged attacks. I think simply nerfing the ranged units would have done the job. Also, I didnt have seen any big support to the 1 range archer thing....
Religion
Pantheon
Fertility - now +2 food/faith (was +2/+1)
Open Sky - added +1 faith to 2 Plains/Grasslands
Wisdom - now +1s per 10 followers (was 4)
Festivals - added +1f to palace
Ancestor Worship - added +1f to council, removed specialist stuff
Goddess of Beauty - reduced GA/GE to +2 (was +3)
Stars and Sky - removed improvement requirement and food
Earth Mother, +1g becomes +1c
--- God of Fertility still gets punished, if you settle your cities on rivers (while this were usually the places which were most fertile). A simple "+1

1

for cities on rivers" and a little nerf to the growth aspect to compensate, and it would be solved.
Open Sky was fine, I think this goes too far. And a bump from 4 to 10 science for one faith is far too much. And wouldnt need God of Commerce a nerf too? Stars and Sky was absolutly fine as it was. No need for any change.
Founder
Bumped city scaling cap on all beliefs except COE to 30 (was 20), follower scaling cap to 300 (was 250)
Council of Elders - now 20 yield from conversion (was 40, typo in text said 60), capped at 20
---- Councils maybe was overperforming, but.... again..... why not nerf CoE and its ok. Buffing the city/follower based founders nerfs Divine Inheritance too, and it isnt already that great founder.
Enhancers
Universalism - now called 'Abode of Peace' - removed Missionary Erosion, added minimum CS influence of 30 and CS rewards +20%
Iconography - added Missionary erosion, removed +15% GP during GA
Diocese - renamed 'Sacred Calendar' - removed +10c/f in capital/holy city; now +15% GP during GA,
--- This is far from anything which was discussed in the thread, and makes absolutly no sense to me.
Techs
Reduced late game tech costs a bit
Forest Chopping now on Mining
Chop % bonus to production now on Bronze/Iron working (50% at each tech)
chop will not provide production unless you have these techs
--- Ive written that already but I have to say it again. This makes absolutly no sense. We were aiming to help starts with plantation luxuries in forests. Now, everyone who starts near plantation luxuries in jungle is greatly nerfed. Any player which starts with quarries or mines locked behind forests, is nerfed (former needed tech bronze working only gives half the yields). But all other civs start like they are. Better solutions were proposed, this is one of the worst.
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